Industrial Guild

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The Industrial Guild
IndustryLogo.png
The Industrial logo, used by rebelling cities.
General
Playstyle Steamroll, or Conquest (build up for 1 fight)
Faction Colour Rust Brown
Type Echoes Faction
Dev. Status Conceptual

"On Sunday I walk out with a Soldier,
On Monday I'm taken by a Tar,
On Tuesday I'm out with a baby Boy Scout,
On Wednesday a Hussar;
On Thursday a gang oot wi' a Scottie,
On Friday, the Captain of the crew;
But on Saturday I'm willing, if you'll only take the shilling,
To make a man of any one of you."

- "I'll make a man of you" a British World War One recruitment song

At a Glance

Faction Color Brown
Playstyle Steamroll/Conquest (Building up for one fight)
Theatre of Operations Open terrain
Strengths Decent quality and quantity of units, decent expansion abilities, excellent steamroller.
Weaknesses Big and power-demanding structures, lack of space, defensive gaps.
Motives Freedom, Rights, Community

Origins

Industrial Guild Diplomatic Relations
Relationships
EmiratesLogoThumb.png African League IconNeutral.png Neutral
CombineLogoThumb.png Technocratic Combine IconPeace.png Friendly
IndustryLogoThumb.png Industrial Guild N/A
SouthernContingentLogoThumb.png Southern Contingent IconPeace.png Peace
UnionistLogoThumb.png American Unionists IconHostile.png Hostile
Commonwealth.png Greater Indian Commonwealth IconPeace.png Peace
FederationLogo.png Cybernetic Federation IconPeace.png Peace
ImilkiLogoThumb.png Imilki Ecumene IconUnknown.png Unknown

The Industrial Guild, also known as the Industry or Guild, is a coalition of civil rebellions in southeast Asia, banded together by a single goal of freedom, rights and common cause in dethroning the Pahit Dictatorial.

The Guild as it is nowadays started life as the Indonesian Industrial Party, a political party formed by Ridwan at around 1950's. A socialist movement popular due to its more moderate forms of socialism as compared to the Indonesian Communist Party, the Industrial Party joined the Government in 1961 with it's only rival, the Pahit party, governing body of Indonesia as the last member of the Pahit conglomerate, due to their growing influence. And under the lead of Ridwan, started stocking up military goods for the inevitable continuation of World War III, doing the same as the Pahits to show some political goodwill. The growing influence of the party and similarities to the communist party cultivated concern in the allied nations and other anti-communist powers. In December 1964, allegations that the industrialist party was preparing a coup were reported to the Pahit by Indonesian loyalists. While the allegations were squished by the Industrial party's leadership, the doubts lasted in anti-communist sympathizers. During the advent of WW3 and the Empire's invasion of Indonesia, tensions grew across the board, with Industrial rallies claiming ascendancy over Indonesia's economic and social fate as opposed to the rigid right-wing Pahit enforcement. During the early stages of the invasion, the industrial party was sidetracked into non activity by the Pahit, who enforced unpopular mandates under the guise of emergency protocols. With the military largely in Pahit hands, the Industrial Party claimed to have had no say at all during the last two years, and demanded military presence against Pahit wishes. With the Pahits denying these rights fiercely, supported by foreign powers, the Industrial Party started unauthorized home guard exercises in the early beginnings of 1966. suddenly, word leaked that a small amount of soldiers had attempted a coup in name of Ridwan and his party. This news, whether fake or not, was immediately seized as a chance to eliminate the Industrial Party from power. The Pahit part of the government declared a state of emergency superseding the WW3 privileges, and put Sudomo, general superintendent of the Pahit army, as acting president of the Indonesian goverment. Sudomo was authorized to eliminate the Industrial Party by all means possible, and proceeded to do so, arresting all high-profile political and organizational leaders of the party, and summarily executing or imprisoning them regardless of rank. These purges included other socialist and communist parties, ridding Idonesia's political realm of all left-wing parties. What wasn't accounted for was the popularity of the more moderate parties, and effects of the repression, economic taxation and enforced conscription the Pahits had put on their civilian population for so long. The combined failure of the Pahit Conglomerate to do anything in countries outside Indonesia and their violent behaviour caused the populace of Indonesia and Papua new Guinea to band against them, forming the new Industrial Guild after the former Industrial Party.

The Guild is a young and new faction, but popular in repressed civil territories, created by years of internal oppression, the movement practically reigns in the territories around and in Indonesia. The Guild has minor influence in other countries, loves to use this influence, and is mainly seen as a inciter of violent rebellions in global politics (not without reason).

The military might of the Guild runs on old designs left roaming in the industrial sectors of Indonesia or secured by the former ndustrial party. After the Pahit Dictatoriat created a military industry and crushed the Industrial Party, these old designs were retired, to make place for the new Pahit designs. During the initial rebellion, these designs were reused. Coupled with a great distaste for the nationalistic Pahits, the commonality of British foreign elements in these designs favored the rise of neo-Victorianism in the area. Anything to differ from the hated Pahits.

The Guild make use of their industrial power, massing large armies or utilizing "manufacturing plants"; these plants, contrary to their factories, assemble military parts for their ground, naval and air force, allowing them to boost the effectiveness of vehicles, aircraft and ships in multiple ways. This allows large scale customization of your forces.

Industrial Guild Diplomatic Relations
Relationships
AlliedLogoThumb.png Allied Nations IconNeutral.png Neutral
ConfederateLogoThumb.png Confederate Revolutionaries IconNeutral.png Neutral
SovietLogoThumb.png Soviet Union IconNeutral.png Neutral
EmpireLogoThumb.png Empire of the Rising Sun IconHostile.png Hostile
TalonLogoThumb.png Order of the Talon IconUnknown.png Unknown
ChinaLogoThumb.png Atomic Kingdom of China IconWar.png War
SyndicateLogoThumb.png Mediterranean Syndicate IconNeutral.png Neutral
ProtectorateLogoThumb.png Electrical Protectorate IconUnknown.png Unknown


Gameplay Mechanics

Base Building

The Industrial Guild uses lifters, small forklift trucks capable of building structures. these units are constructed in the MICV, and are build for half the price of the building in question, the other half of the price is paid for building the building on field. the lifter remains after having build a building. This allows The Guild to rapidly expand for much-needed Ore. Defenses cannot be constructed by lifters, and must be constructed by the MICV.

Due to the large amount of buildings used by the Guild, the Guild MICV has three initial building tabs. 2 for buildings, and 1 for defenses.

Power

The Guild produces power through large powerplants.

Units

Units of the Industrial Guild do not excel in any particular way, but can be customized for different effect by manufacturing facilities.

Tech

Though a standalone Guild factory can produce some vehicles on their own, it can't produce all the needed parts for more ingenious or heavier units, thus requiring other factories to make specialized parts. Most factories are capable of supporting each other in a range around themselves, and the Waste Facility acts similarly.


Abilities

Units and Structures

Buildings

IconIndustry.png
Guild Centre The Guild Centre is the focal point of all Guild operations. Outfitted with resources and workers to secure or build structures respectively, the Guild Centre is responsible for making bases. It can also pack up into an MICV.
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Work Hub Despite its small size, the Work Hub is noticably tough (by Guild standards) and also acts as the Guild's production structure for infantry. It can garrison up to three pharmacists to heal infantry around it.
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Resource Collection Facility A structure dedicated to exploiting and refining ore deposits in the vicinity, the Resource Collection Facility acts like any other refinery.
IconIndustry.png
Quality Factory This factory mainly produces tougher vehicles. Some units also require a Quantity Factory to be built.
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Quantity Factory This factory mainly produces cheap units. Some units also require a Quantity Factory to be built.
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Helicopter Hangar This hangar mainly produces helicopters, sort of. Some units also require a Helicopter Hangar to be built.
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Airship Airpad This airpad mainly produces airships. Some units also require an Airship Airpad to be built.
IconIndustry.png
Speeder Docks These docks mainly construct speeder ships, though some units also require a Capital Docks to be built.
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Capital Docks These docks handle the construction of the Guild's larger ships, though some units also require a Speeder Docks to be built.
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Waste Facility A special plant which refines industrial waste into chemical weapons, it can train and house up to one Waste Bomber. Its presence is also needed to be able to produce the Guild's most advanced units.
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Logistics Warehouse This sturdy facility must be present before a Mining Facility or waste facility can be built, and also constructs MICVs and other logistical vehicles. It also stores lifters for you.
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Mining Facility The Mining Facility acts as an unlimited ore mine, and unlocks a set of support protocols and upgrades.
IconIndustry.png
Bunker Factory The Guild's defensive superweapon constructs free Fortified Bunkers for your forces to use. The factory produces a lifter which will build the bunker on a designated site.
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Nemo Cannon The Guild's offensive superweapon is a massive artillery piece, capable of changing ammunition before firing. Known ammunition types include waste, siege, diluted waste and silicon shells. These ammunitions can be cycled through via the Nemo Cannon's secondary, though changing ammunition types also causes the superweapon timer to be reset.

Factories

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Armaments Factory The Armamanets factory increases the damage and fire rate of all your weapons in the field.
IconIndustry.png
Materials Factory This factory increases the armor and health of all buildings and units on the field. Any unit affected will also become a little slower.
IconIndustry.png
Maintenance Factory This factory allows and increases health regeneration for all units on the field.
IconIndustry.png
Commercial Factory This factory lowers the costs of all units (including infantry!) slightly, and produces money.
IconIndustry.png
Equipment Factory The only factory affecting infantry, the Equipment Factory improves the Equipment of your infantry, raising their mobility, armor, health, firepower and regeneration.
IconIndustry.png
Transportation Factory This factory raises the turn radius and speed, and speeds up the acceleration of all units on the map.

Defences

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Settlement Wall A simple but sturdy wall. A tad bigger then most other walls though, so plan accordingly.
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Settlement Gate A simple and sturdy gate that can withstand heavy punishment.
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Machinegun Turret A cheap and weak turret, the Machinegun Turret is armed with a multipurpose minigun, and is the Guild's sole automated turret.
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Guard Tower A tall tower garrisonable by up to 4 infantry, infantry garrisoned inside these towers gain a boost to their range, and can fire out. Guard Towers will also detect stealthed units when a Komodo Dragon is garrisoned inside.
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Sea Mines Cheap sea mines for aquatic defense purposes.
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Reinforced Bunker A medium sized bunker with space for 5 soldiers.
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Subterranean Bunker Located mostly underground, the Subterranean Bunker is proof to most direct fire weapons, and can hold up to 5 soldiers. It is, however, very vulnerable to some artillery, as well as most aircraft.
IconIndustry.png
Gilden Bunker A large, 6 person bunker, the Gilden Bunker can soak up considerable damage, and can also launch the troops inside it back out using a high pressure drop pod cannon. Foes within the landing zone of the drop pods may suffer minor damage.
IconIndustry.png
Crow's Feet Cheap metal fortifications blocking the path of tanks, easily spammable and uncrushable, the Crow's feet can be removed by baserazers or artillery. Infantry do not face any trouble in walking past the crow's feet.
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Fortified Bunker Only build able by a Bunker Factory, this massive bunker can hold up to ten soldiers, and is as heavily armored as a fortress. It is also armed with a pair of "Grand Cannon" artillery pieces, though these can only be used if the bunker is garrisoned.

Infantry

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Komodo Dragon The Guild's scout unit, the Komodo dragon can savage enemy units, and storm civilian buildings to degarrison enemy infantry. The komodo dragon regenerates health after standing idle for a while.
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Industrialist The Guild's rank and file infantry, Industrialists are armed with mass produced muskets. They can kneel down in a volley stance to deliver shots that are more effective against heavier targets while remaining effective against infantry, though they cannot move in this stance, and turn slowly.
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Cannoneer The Guild's go-to anti-tank soldier, the cannoneer is armed with a cannon. Though powerful, they aren't as accurate as others, even when compared to other anti-tank infantry.
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Gamekeeper Rebels armed with silicon AA guns, they can also use rather crude demolitions charges to damage buildings.
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Ruffian Slightly unnerving explosive experts armed with grenadelaunchers, these rebels can also defuse mines when they aren't shooting explosives or lobbing grenades at the enemy.
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Inventor Engineers who can repair structures and vehicles from the outside and capture enemy or tech structures without needing to entering them.
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Pharmacists These medics can heal friendly soldiers, and have the ability to deploy observation posts to spy on enemy troop movements.
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Ace The Guild's snipers, Aces are armed with long ranged rifles for eliminating enemy infantry. They can swim and have the ability to sprint, but are not camouflaged like other snipers.
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Sleuth Former veterans turned infiltrators, these men are undetectable by scouting animals and larger units, but normal infantry units will spot them pretty quick.
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Wielder Armed with thermal lances, these sturdy armored men make short work of any type of infantry, even battle suits. on top of that they can immobilize vehicles while damaging them, their secondary allows them to charge towards a target.
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Catherine Crew An infantry field piece manned by a pair, the Catherine can fire gigantic salvos of small rockets at artillery range, devastating most ground units. While the Catherine doesn't take long to set up or pack up, the unit is foot-propelled, and thus somewhat slow. the Catherine can be garrisoned in transports and buildings, but will take up three slots. A garrisoned Catherine can fire out of Buildings or bunkers.
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Victoria The Guild's commando is a fine lady. Wielding a parasol which is actually a shotgun, she is also an effective commander; friendly units around her gain a slight boost to their stats. She can also switch to using her stealth training and a poison needle, though she moves a little slower and friendly units don't benefit from her presence in this state.

Quantity

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Martel tankette A small tankette, the Martel is a anti infantry weapon build in masses. It is armed with a simple gun platform and a buzz-saw thrower for it's secondary.
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Tilbury Tank The Industrial main battle tank is cheap, small and generally weak, It works as a flanker when alone, and as an MBT in groups. It's secondary launches smokebombs at the battlefield. The Tillbury does scale significantly with factory boons.
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Elizabeth Missile Vehicle A truck with an all-purpose missile rack, fired in barrages. The missiles use silicon charges, and are largely more effective against airborne targets then groundborne targets. The missiles provide suppressing fire on ground-based enemies. The Elizabeth can only attack while deployed with it's secondary.
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Matt Missile Artillery This cheap Guild artillery unit can fire multiple homing rockets without actually directly looking at the target. It can also switch to firing AA missiles.

Quality

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Hidalgo Anti-Air A tank armed with AA missile racks, it is effective against aircraft in a medium radius, and delivers mild damage against choppers. Capable of withstanding a decent amount of attacks. It's secondary launches a carbonolium shell from a mortar, filling a small airspace with explosions.
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Penwood Musket IFV An IFV with tracks, the Penwood is armed with a bigger version of the basic Penwood musket, it is better at its job then ordinary anti-infantry vehicles, but suffers from drawbacks very like standard MBT's. Unlike most of it's competitors, the Penwood has heavy armour, but a limited turret arc.
IconIndustry.png
James Reconnaisance Car Luxurious and fast, the James is a classy all terrain medium/armored transport for one infantry unit, and is armed with a small short-barreled mortar.
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Butler Battle Car An armored car capable of going against tanks, the Butler is the Guild MBC. While it's main weapon suffers in comparison to other MBT's in the beginnings of a fight, it gradually becomes better. The Butler is capable switching weapons to fire a clamp, and remotely pull both enemy and friendly units. Friendly units will be sped up, while enemy units will slow down. Be aware the clamp restricts the Butler from moving too far from it's target until you switch weapons or choose a new target.
IconIndustry.png
Brayton Tank A heavy tank capable of soaking up fire from all sources, the Brayton is armed with a highly inaccurate grenade thrower that can cover an entire area in weak explosives. While not very effective against heavy armor, this does make short work of grouped light vehicles. The Brayton secondary orders a crew member to take the flag on the vehicle and wave it heroically while taunting the enemy, attracting all machine gunfire in the area, or just gunfire in general.
IconIndustry.png
Matthews Heavy Tank These tanks are not as specialized as other assault tanks, but are equipped for all purposes. They can use their twin-barrelled cannons to attack both tanks and structures, while the dual machine guns on the side ward off infantry and aircraft. Unfortunately, the engine can only support 1 pair of weapons at a time.
IconIndustry.png
Raider AAV A quick armored car armed with a high-powered machine gun, the raider is also capable of slowing down the engine's axle to rev the minigun up to uncertain speeds, allowing them to negate armor.
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Dunstable Ironclad The logical evolution of armed trucks, the Dunstable has multiple cannons on its trailer, which can fire broadsides from the vehicle. The Dunstable can deploy to properly barricade an area by increasing it's firepower on both sides. A deployed Dunstable has significant range, which can be boosted by keeping a sociable close.
IconIndustry.png
Murray A wheeled vehicle sporting a humongous gun, the Murray is capable of firing normal shells or Waste-covered shells, which cause affected enemies to take more damage from all other sources.
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Montgomery Transport The Guild's truck-based answer to defense lines, the Montgomery is an insanely fast, slowly accelerating, heavily armored transport capable of taking 15 infantrymen right into the core of the opponent's base. The Montgomery can crush units and walls easily. It can also throw grenades behind the vehicle.

Logistical Vehicles

Built at the Logistics Centre.

IconIndustry.png
MICV Industrial MCV. Deploys into a Guild Centre.
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Buckstock Truck A simple truck, the Buckstock can carry ore to your refineries. Or use the secondary of the Buckstock to Deploy the Buckstock into a sizable bunker!
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Jones Exploration Walker The Industrial Assassination Target, the Jones Exploration Walker is a monstrosity capable of crushing entire armies under its feet, it is armed with four mini guns discouraging infantry and aerial units, and it's claws are capable of shredding anything close enough. It can also jump, which is surprisingly devastating for anything on the landing spot.

Mining Vehicles

Built at the Mining Facility

IconIndustry.png
Canterbury Moving Factory An enormous, mobile factory, the Canterbury is capable of collecting resources from the enemy by the expedient of driving over them and reprocessing their remains. This can be dumped at friendly refineries to provide emergency funds, but do note that the Canterbury cannot reprocess infantry or equally large units.
IconIndustry.png
Rossby Pressure Cannon Utilizing a high-pressure wave of air generated by controlled gas explosions, the Rossby can knock over all infantry before it, and deals good damage against defenses.
IconIndustry.png
Turner Drill A mobile drilling machine with an over sized engine and an equally over sized drill, the Turner can use this drill to tear apart larger units, while smaller units are simply crushed under its bulk. However, hitting something that won't give way will cause it to bounce back. By attacking buildings, the Turner can also salvage metal from the wrecks, and this metal can be compressed via its secondary to form a barricade.
IconIndustry.png
Newcomen Sooter A heavily armored vehicle armed with Soot, ash and other micro particle mining leftovers, the Newcomen can expel a cone-shaped darkness, covering the enemy completely. All friendly and enemy units in the area cannot be targeted, but can't fire out either. The Newcomen's secondary ignites the dust to act as a low-yield flamethrower which burns rather miserably, but still has the huge reach.
IconIndustry.png
Cavendish Support vehicle A lightly armored vehicle capable of clamping both enemy and allied units to balloons, the Cavendish can drive up to a unit, immobilize it and slowly inflate a appropriately sized air transport. the transports created by the Cavendish are in control of the owner of the affected unit, and deflate upon lowering the unit. The Cavendish can also use a harpoon-gun to forcibly root airships to the ground, temporarily immobilizing them.
IconIndustry.png
Lyell Geological Surveyor A combination of a crack drilling team and a vehicle stuffed with geological experts, the Lyell sends its dig team to undermine structures and soften the ground beneath vehicular units, causing them to become stuck in the ground. The Lyell is amphibious, and can damage structures on the water. Attacking ships will cause the dig team to whip up a whirlpool.
IconIndustry.png
Sullivan Blockade A slow unyielding vehicle armed with a plow, an auto cannon, and several tons of barbed wire, the Sullivan goes wherever it pleases. It is capable of destroying neutral buildings and repairing your own buildings. It can deploy and can put down barbed wire and other nuisances.

Helicopters

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Baldrick Armed with air-to-air missiles, the Baldrick is notorious for its weak armour, and even though the crew may think otherwise, its only use is in numbers.
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Bromwich Capable of slicing apart slow moving aircraft with its machine guns, the Bromwich is useful against heavy bombers, and can also escape from sticky situations using a supply of flares.
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Station Chopper A transport helicopter.

Airships

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Interception Airship Armed with anti-surface missiles and autocannons, the Interception is a mobile defense station. The ship takes reduced damage from ground AA, but is weak to airborne threats. Its secondary allows it to use a scrambler to slow enemies down.
IconIndustry.png
Kabula Cruise-missile Airship The powerful cruise missiles used by this Airship can devastate a small army, but take extremely long to reload. The Kabula is also lacking in armour, though the crew is trained to repair any damage done to the ship when its idling.
IconIndustry.png
Taylor Destroyer The ultimate Airship, the Taylor is a ancient destroyer lifted straight from the mothballs into the air itself! The Taylor can pound other heavy flying things with it's deck guns, and can even bombard the ground to some extent. The Taylor's secondary allows it to use harpoon guns to trap enemy aircraft in the Taylor's reach, allowing other AA units to finish them.

Waste Facility Aircraft

These units are constructed at the Waste Facility.

IconIndustry.png
Albatross Explorer A cross between a plane and a helicopter, the Albatross can function like a normal plane, attacking enemies with a pair of 60mm rotary cannons. Activating its secondary, however, transforms it into a helicopter like configuration, allowing it to use its heavy assault gun to launch giant spiked weights.
IconIndustry.png
Hastings Sprayplane A converted transport plane, the Hastings is loaded with a strange chemical, which will turn animals (and animal like robots) affected by it uncommandable by overloading their senses, and also makes enemy troops doused with the substance easier to locate.
IconIndustry.png
Trevithick Transport Chopper The Trevithick is a powerful helicopter capable of lifting any MBT or smaller units, and degarrisons these untis by throwing them at the enemy! Naturally this does some damage to your unit, depending on its size, but it also does damage to any enemies in the impactzone. The Trevithick is also capable of hoisting up enemy units as well as yours. making it an ideal tool to displace (or drown) those noisy backbenchers.
IconIndustry.png
Waste Bomber A gargantuan bomber, the Waste Bomber can switch between high explosive bombs and chlorine trifluoride bombs while at a Waste Facility, which is also about the only facility capable of holding it. The Waste Bomber tends to inspire fear, and draw enemy fire.

Speeder Watercraft

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Water Rat One of the many water rats found in the rivers of Guild settlements, these rats have been turned to a more useful purpose. The water rat moves in water, and can walk (extremely slowly) on land. While it cannot quickly kill off infantry like most animal scouts, it is cheap and easily spammable, so this does not normally matter. Its secondary increases its speed for a short time, though it must rest afterwards.
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Petrol Boat A speedboat armed with a machine gun that is effective against infantry and aircraft, the Petrol Boat can dump its fuel in the seas to poison aquatic infantry around it, but it will have to stop and refuel afterwards.
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Dredger Formerly used to dredge out canals, the Guild's Dredgers now use their claw to attack enemy vessels. It can also use an EMP device to grab and disable both an enemy ship and itself. The EMP can be broken by ordering the Dredger to do something else.
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Dumpship A fragile transport ship which dumps explosives at enemy units, the Dumpship takes a long time to reload.
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Bathyscaphe Nautilus The Guild answer to naval defense, the Nautilus can lay mines both above and underwater, making it ideal for securing large areas. The Nautilus does not have to surface to do its job.
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Seacat A slightly refitted hovercraft, it can house 10 infantry who can fire out, but suffers from weak armour. It can also choose to carry a tank, but doing this will leave it defenseless.

Capital Watercraft

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Whale These enormous mammals have been bethrothed as soldiers for hire, and ram enemy ships with their bulk. With their secondaries they can come up from the depths with a gigantic leap, which displaces ships and causes enormous havoc in unit lines.
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Trawler A modified fishing ship, it now features a giant turret wielded to the back of the ship. It is powerful, but can only fire while the unit does not move. Trawlers can also throw a net to immobilize enemy aquatic units, be it ships or animals.
IconIndustry.png
Drake Shoring Ship Modified whaling ships adapted to hunt subs instead. They fire harpoons at enemy subs, forcing them to surface before dragging them into the processor, grinding them down into raw materials. The procedure can be done at a slower rate to recover resources from the sub's remains.
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Seldon Ferry A civilian ferry refitted with a huge anti-air cannon that is very effective against heavy aircraft, the Seldon can also deploy to bring several extra carbonolium guns into the fray, allowing it to destroy large masses of aircraft.
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Aldrich Oil Tanker An oil tanker which uses a pollution catapult to kill enemy units from a distance, the Aldrich can also leave a trail of toxic pollution behind it without damaging the ship itself.
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Nelson Container Constrainer The "flagships" of the Guild navy, Container Constrainers are equipped with old steam catapults to launch powerful, high explosive filled containers at enemies. Unfortunately, it can only attack targets directly in front of it, and turns slowly. It can also dump its entire load of explosives into the sea to create a shockwave, though it will not be able to attack for some time afterwards.
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Barlow Lander The Barlow Lander is openly referred to as a box by other nations, but the true beauty of this enormous vehicle lies in its ability to carry huge amounts of units over water. It can carry 10 infantry units, or 5 light tanks, or 1 medium tank. It can also make use of its suppression missile to open up beach heads for landing.
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Williams Missile cruiser A ship armed with 2 large deck guns for anti-ship work, this former catamaran can also fire makeshift cruise missiles to devastate packed foes.

Protocols

Guild Protocols:

Guild Center

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Authority Grants a temporary speed boost to all lifters in the affected area.

Work hub

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Musketeers! Industrialists armed with special muskets deliver an artillery barrage from of-screen, this does minor damage, but places infantry units in the target area in the most undesirable circumstances in battle.

Quantity Factory:

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Ether Smelling salts are dropped at the targeted location to absorb stray chemicals like desolator defoilant. The Smelling salts also tend to absorb all smog produced by your Guild vechiles, even what's still settled in the engine! This transforms the drifting salts into a black mist useful for getaway purposes, and the cleaning effect it has on your engines slightly raises the speed of affected units.

Speeder Docks

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Sweet Hombolt A Nautilus anchors an enemy ship to the seabed, chaining it down to an area around the anchor. The Anchor is initially invulnerable, but can be found and destroyed after a short timespan.

Helicopter Hangar

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Murder of Crows A bomber drops special smelling salts on the enemy, Enciting large flocks of crows to attack them, ruthlessly picking out eyeballs and noses, this encourages enemy infantry to run faster and limits the vision and armor of armored divisions.

Airship Airpad

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Chimney Sweeper Fires Chimney missiles out of a selected Guild building. The chimney-missiles will seek out and destroy enemy planes nearby. Using this protocol will damage the targeted building.

Waste Facility


Mining Facility

Mining facility protocols do not cost any money to upgrade or unlock. Instead, it takes a rather sizable amount of time. If you want to use these protocols, invest in a mining facility as soon as possible, lest you tun out of time.

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Rock Raiders Guild miners excavate the ground beneath the targeted area and allow highly explosive gas to seep trough the pores of the ground, igniting it to create an explosion and random pillars of flame. costs money to use. the seeping gas can alert the enemy of what's coming. Upgradable.
IconIndustry.png
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Silicon Trial A heavy duty cargo drops some silicon dust between 2 selected points on the battlefield, the enemy had better not fly through it!
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Reassignment Select one of your units and then something a friendly player owns. If you selected something you own, the unit is destroyed and half of its original cost returned as funds. If you select something an ally owns, they gain control over the unit. upgrades Sharply decrease the cooldown and funds returned by this protocol!
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Weight Drop A heavy duty cargo drops a big spiked steel ball at the target location, it'll crush anything beneath it and will block the way of oncoming forces. it can be attacked to destroy it. Upgrades increase Size of the Spiked ball, and lower the cooldown drastically.
IconIndustry.png
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Tipsy Tumbler Select a factory, and after that, an enemy target. A Tumbler rocket will fly from the factory to the target on the shortest path available, Knocking aside anything in the way, and crushing walls. Once it reaches the target the Tumbler explodes in a smokecloud. Later upgrades of the Tipsy Tumbler can carry infantry units, delivering them upon reaching their target.
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Drop the Pilot All Guild buildings on the field expel a vicious smoke from their exhausts, stopping aircraft from seeing or using their weapons for a few seconds when near a Guild building. As a by-effect, it also stops your aircraft from responding, and blocks aircraft from the view of ground based AA.
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IconIndustry.png
Scrap Bunker Creates a bunker made of rammed mining waste. This is weaker than other bunkers, but is cheap and can be made anywhere. Bunker holds 4 infantry or 1 vehicle. Costs money to use.

Bunker Factory

IconIndustry.png
Treshold Guild artillery fires a salvo of missiles at the battlefield. When these missiles hit the earth, they burrow halfway in and burn the surrounding area in a phosphorous reaction, damaging and slowing all units that attempt to pass. A movable beacon appears on the targeted spot to control the impact vectors of the missiles.


IndustryLogo.png
IndustryLogo.png
Industrial Guild

Man-made faction.

Infantry StrayIndustrialistRuffianCannoneerGamekeeperInventorPharmacistsAceSleuthWielderVictoria
Quantity Martel tanketteTilbury TankElizabeth Missile VehicleMatt Missile Artillery
Quality Hidalgo Anti-AirPenwood Musket IFVButler Battle CarBrayton TankRaider AAVDunstable IroncladMatthews Heavy TankMurrayMontgomery Transport
Logistics Warehouse MICVBuckstock TruckJones Exploration Walker
Mining Facility Canterbury Moving FactoryTurner DrillNewcomen SooterCavendish Support vehicleLyell Geological surveyorSullivan Blockade
Helicopters BaldrickBromwichStation ChopperTrevithick Transport Chopper
Airships Interception AirshipKabula Cruise-missile AirshipTaylor Destroyer
Waste Facility Albatross ExplorerHastings SprayplaneWaste Bomber
Speeder Watercraft Water RatPetrol BoatDredgerDumpshipBathyscaphe NautilusSeacat
Capital Watercraft TrawlerDrake Shoring ShipSeldon FerryAldrich Oil TankerNelson Container ConstrainerCatamaranWhaleBarlow LanderWilliams Missile Cruiser
Structures Guild CenterWork HubInjectorTank FactoryCar FactoryAirplane HangarHelicopter AirpadSpeeder DocksCapital DocksWaste FacilityLogistics WarehouseBunker FactoryNemo Cannon
Factories ArmamentsMaterialsMaintenanceCommercialEquipmentTransportation
Defenses Machinegun TurretGuard TowerSea minesReinforced BunkerSubterranean BunkerGilden BunkerCrow's feetFortified BunkerSettlement WallSettlement Gate
Protocols AuthorityMusketeers!EtherSweet HomboltMurder of CrowsFine FettleRock RaidersSilicon TrialWeight DropTipsy TumblerDrop the PilotScrap BunkerTreshold
Technologies [[]]
Detailed Information Guild CultureGuild CharactersIndustrial Guild ProtocolsGuild Vehicle PlansGuild TechnologiesGuild Small Arms and Equipment‎